We are here with a brand-new development roadmap outlining our plans for Adventure Mode and updates to Fortress Mode. Please keep in mind these are estimates. We do have a date in mind but weâre not quite confident enough to announce it yet. All we can say right now is ânot this yearâ, but hopefully weâll have more specifics soon. We know youâve been waiting patiently, and we are working hard.
We will be building on the Adventure Mode framework that already exists. This is exciting because everything is working as intended and we âjustâ need to add the interface and graphics, which will take us some months.
Hereâs the plan for how we get to Adventure Mode release, hopefully not-too-late next year:
To Start
First, the basics, which will let us actually see whatâs going on at all in the new art style.
Travel map - we have the world map, but sites need hundreds of sprites to match up with the ASCII that shows individual streets etc. Weâll be iterating on this until launch.
Main interface layout - similar to Fortress Mode, there are tile-based actions, information menus, and other actions like travel. Thereâs also a day-night cycle and weâll have a minimap this time around.
Procedural portraits - we need to implement Carolynâs great portraits for the humans/elves/dwarves/goblins/kobolds, and also get animal people displayed. Every animal person!
Once we have this framework, weâll just start doing the actions and menus one at a time. Full keyboard and full mouse support for all play styles. Actions are challenging because they can be initiated by clicking the play area, through buttons and hot keys, or by accessing a full list. There must be several ways to perform the same action based on context, play style, and input method. Can you guess what the buttons below do?
Major Features
These are the biggest-risk items, each of which hopefully isnât more than a few weeks, but itâs hard to say since they each have multiple sub-systems and open design questions to be solved between code and art.
Inventory - equipping items and containers are the trickiest parts here. You can wear multiple shirts and nest containers as deep as you like, and the new interface will have to handle this with both keyboard and mouse support.
Combat (striking and wrestling) - wrestling will be a bit of a doozy, as thereâs a lot of physical/anatomical complexity that weâre not sure how best to communicate
Conversations - this includes supporting the current Adventure Mode system of interleaving speech and actions, and having three or more participants in conversations
Character generator - you can make a whole party in Adventure Mode and the character creation options are complex. We have to update this system.
More!
These are individually much less complicated and risky than the above, but still have lots of little fiddly bits to keep us busy.
Status screens - wounds, skills, needs etc. There is a lot of information about every character, similar to the dwarf sheets in Fortress Mode.
Journal screen (quests and knowledge) - we may integrate this with Legends Mode because they are very similar.
Crafting and other powers - Adventure Mode is highly moddable and we need to support vast menus of magical powers and other abilities. Pet any animal!
Various small menus/actions (âwidgetsâ) - stealth, movement, tracking, odors, party controls, combat options, etc.
Audio integration - the audio designers are working in parallel with us and weâll be adding a whole new soundscape for Adventure Mode
Cabin building wasnât properly feature-rich in the classic Adventure Mode. Weâd love to expand on it, but itâs definitely more optional to the Adventure Mode experience than the above features and systems. We have the new Fortress Mode interface which will help a lot, but we may do it after launch if it becomes too complicated.
Ongoing Fortress Work
Work on Fortress Mode will continue in parallel with Adventure Mode. Weâre reading the bug tracker and also have some content ideas which will complement Adventure Mode well. More on this later!
FAQ
Q: Will the game be localized/translated to my language?
It is difficult due to the procedural sentence constructions used throughout the game. Our best suggestion at this time is to use auto-translation tools for text on screen, which has been helping some users. We are investigating translation options behind the scenes but itâs very early stages.
We know that this system isnât working very well for our helpful bug wranglers though, so weâre looking into rolling back into the old system soon, in the hopes that we can rejuvenate the bug-hunting community like days of yore. We have double the code resources that we used to, but also ten times the bug reporters, so weâre still finding our feet to figure out how best to maximize this power. Please be patient.
Q: What about the Mac version?
Because of all the work that needs to be done for Adventure Mode, we wonât be able to start development on the Mac version until after its release, at the earliest.
Q: When are Steam Achievements coming?
We will consider implementing this after Adventure Mode. Several of the achievements will likely link the two modes together so itâs best to have these systems in place. The main problem with Achievements is that they also need to be a new âlivingâ system alongside all of the other features, and weâre not sure itâs a good idea for people to feel they have â100%edâ the game based on whatâs essentially an arbitrary list of tasks. Weâre considering it, but havenât decided yet, and will come back to the topic after Adventure Mode.
The second piece to the Management Foundations puzzle is here! This update builds upon the previous one.
I didn't mention it in the last update, but you may've noticed that the Shop Dashboard UI already had 2 tabs - the Dashboard itself, and a placeholder Staff tab mentioning that cashiers are coming in update 0.1.2.
And they are!
Hire Cashiers
The biggest new addition to the game are cashiers that you can now hire (and fire). Once the economy is added into the game (we're getting closer), more stats and attributes will be added to cashiers as well.
A lot of invisible work has been done in the background. Objects (currently cashier tables) can now have multiple "Activity Slots", that in the future will be used for stuff like people sitting on benches, waiting in queues, or customers interacting with products.
Significant Drag Build Performance Optimizations
A lot of reports mentioned poor drag build performance, where things would start to lag a lot once you wanted to build a larger area. This issue was present for everyone, regardless of computer performance (myself included). The exact numbers will vary for everyone, but on my PC, I was able to achieve a 16x decrease when making adjustments to the build area of roughly 50x50 (1 seconds -> 0.06 seconds)
Camera Rotation Keybinds
Besides Middle Mouse Button, it is now also possible to rotate the camera with QEYX buttons (QE for side to side, YX for up and down). These controls can become useful when playing with touchpad.
Full Patch Notes
Additions & Improvements
Cashiers can now be hired and fired.
Staff Info & Staff Hire tabs added into Shop Dashboard Window.
Mall Management Dashboard: overall staff number added.
Significant grid build performance optimizations.
Camera rotation keybindings added to QEYX.
Small Changes
Cashier Tables can now only be deleted when there are no cashiers behind them.
Graphical settings: changes were made to "Lumen Low" option to decrease flickering.
Bug Fixes
Fixed: Mall Management and Shop Management tab buttons not visually toggling
Until next update, Thank You for your support, and take care! - Milan, developer
Itâs been 2 years since the Bounty Hunter defeated the G3 cartel. Now Knifey needs help tracking down a mysterious package from his homeworld. Will they get mixed up with a friendly giant, a pinball gun, poaching rings, and a terrifying intergalactic shipping company? Yeah. Sure.
FEATURES
Hunt an entirely new bounty on a new adventure thatâs basically a mini-sequel to the main game. You donât have to play the main game first but it wouldnât hurt. It works either way.
Hack and blast your way through the depths of an ominous shipping warehouse as you search for a mysterious package that holds the key to Knifeyâs originsâŚor die trying! Or do both! Knock yourself out.
Engage in rapid-fire, acrobatic, bullet hell-infused combat with one of the galaxyâs most craven CEOs. Doesnât that sound fun? The CEO is more interesting to fight than you think. I promise.
Explore a planet full of dying slugs. Not sure if thatâs a selling point but itâs one of the main things in the DLC so we have to put it on here. Look, youâre gonna talk to a bunch of slugs.
Okay, youâre not going to believe this but weâve got two - count âem! - TWO brand new deadly talking guns who are as quick to crack wise as they are to blow a hole through alien flesh.
New characters voiced by Sarah Sherman, Gabourey Sidibe, Ken Marino and more plus all your returning favorites like Michael Cusack, JB Smoove, Tim Robinson, Betsy Sodaro, and Andy Daly.
Tim Wakefield was a true hero - not just on the baseball field but also his incredible generosity off the field. As a winner of the Roberto Clemente Award demonstrates, his desire to make the world a better place is how he will be remembered by baseball fans forever.
To honor him, Out of the Park Baseball has added a brand new Legend card of Tim Wakefield in Perfect Team. This new card is a new Mission Reward for the "Honoring a Legend" category "Tim Wakefield Tribute" mission.
Some important notes on this card and mission:
1) We want to make it as easy as possible for everyone that plays Perfect Team to get this card 2) We decided to make it a mission reward so every user has the experience of completing the mission and then seeing the card as a reward 3) We also decided to make it a mission reward instead of automatically putting the card in everyone's inventory to make sure all new users who start to play after the card has come out can still get it
Rest In Peace Tim Wakefield. Everyone at Out of the Park Developments extends our deepest sympathies to his family, friends, and fans.
* Clown around on the course with our Halloween bundle * Youâre not seeing ghosts on the green â itâs just the new ghost sweatshirt * Dress up in your favorite Halloween attire for the Trick or Treat Showdown * Enter the First Book Open to support eliminating learning barriers for kids in need * And this season, donât miss our Gameday Drive bucket hat giveaways
After a long summer and early autumn of regular work, I'm finally back and working on the next game in the collection: Alien Assault. The following is finished using placeholder graphics (and no music/sfx yet):
I wanted to take the time to thank you for working with us through the localization issues in Traditional Chinese and Korean that are present in Astrea and apologize that those localizations weren't as good as they should have been. While we're thankful for the successful launch, this issue has been one we're determined to address.
We're taking stock of all issues from you guys who have given us helpful tips and fixes to improve the localization across many of the languages Astrea is in. I want to make Astrea fun for anyone no matter which language players speak.